}
getPotentialMovesFrom([x, y]) {
- // At subTurn == 2, jailers aren't effective (Jeff K)
const piece = this.getPiece(x, y);
const L = this.sentryPush.length;
+ // At subTurn == 2, jailers aren't effective (Jeff K)
if (this.subTurn == 1) {
const jsq = this.isImmobilized([x, y]);
if (!!jsq) {
return moves;
}
+ doClick(square) {
+ if (isNaN(square[0])) return null;
+ const L = this.sentryPush.length;
+ const [x, y] = [square[0], square[1]];
+ const color = this.turn;
+ if (
+ this.subTurn == 2 ||
+ this.board[x][y] == V.EMPTY ||
+ this.getPiece(x, y) != V.LANCER ||
+ this.getColor(x, y) != color ||
+ !!this.sentryPush[L-1]
+ ) {
+ return null;
+ }
+ // Stuck lancer?
+ const orientation = this.board[x][y][1];
+ const step = V.LANCER_DIRS[orientation];
+ if (!V.OnBoard(x + step[0], y + step[1])) {
+ let choices = [];
+ Object.keys(V.LANCER_DIRS).forEach(k => {
+ const dir = V.LANCER_DIRS[k];
+ if (
+ (dir[0] != step[0] || dir[1] != step[1]) &&
+ V.OnBoard(x + dir[0], y + dir[1])
+ ) {
+ choices.push(
+ new Move({
+ vanish: [
+ new PiPo({
+ x: x,
+ y: y,
+ c: color,
+ p: orientation
+ })
+ ],
+ appear: [
+ new PiPo({
+ x: x,
+ y: y,
+ c: color,
+ p: k
+ })
+ ],
+ start: { x: x, y : y },
+ end: { x: -1, y: -1 }
+ })
+ );
+ }
+ });
+ return choices;
+ }
+ return null;
+ }
+
// Obtain all lancer moves in "step" direction
getPotentialLancerMoves_aux([x, y], step, tr) {
let moves = [];
// Except if just after a push: allow all movements from init square then
const L = this.sentryPush.length;
const color = this.getColor(x, y);
+ const dirCode = this.board[x][y][1];
if (!!this.sentryPush[L-1]) {
// Maybe I was pushed
const pl = this.sentryPush[L-1].length;
// I was pushed: allow all directions (for this move only), but
// do not change direction after moving, *except* if I keep the
// same orientation in which I was pushed.
- const curDir = V.LANCER_DIRS[this.board[x][y].charAt(1)];
+ const curDir = V.LANCER_DIRS[dirCode];
+ // Also allow simple reorientation ("capturing king"):
+ if (!V.OnBoard(x + curDir[0], y + curDir[1])) {
+ const kp = this.kingPos[color];
+ let reorientMoves = [];
+ Object.keys(V.LANCER_DIRS).forEach(k => {
+ const dir = V.LANCER_DIRS[k];
+ if (
+ (dir[0] != curDir[0] || dir[1] != curDir[1]) &&
+ V.OnBoard(x + dir[0], y + dir[1])
+ ) {
+ reorientMoves.push(
+ new Move({
+ vanish: [
+ new PiPo({
+ x: x,
+ y: y,
+ c: color,
+ p: dirCode
+ })
+ ],
+ appear: [
+ new PiPo({
+ x: x,
+ y: y,
+ c: color,
+ p: k
+ })
+ ],
+ start: { x: x, y : y },
+ end: { x: kp[0], y: kp[1] }
+ })
+ );
+ }
+ });
+ Array.prototype.push.apply(moves, reorientMoves);
+ }
Object.values(V.LANCER_DIRS).forEach(step => {
const dirCode = Object.keys(V.LANCER_DIRS).find(k => {
return (
}
}
// I wasn't pushed: standard lancer move
- const dirCode = this.board[x][y][1];
const monodirMoves =
this.getPotentialLancerMoves_aux([x, y], V.LANCER_DIRS[dirCode]);
// Add all possible orientations aftermove except if I'm being pushed
end: move.end
};
notation = super.getNotation(simpleMove);
- } else notation = super.getNotation(move);
+ }
+ else if (
+ move.appear.length > 0 &&
+ move.vanish[0].x == move.appear[0].x &&
+ move.vanish[0].y == move.appear[0].y
+ ) {
+ // Lancer in-place reorientation:
+ notation = "L" + V.CoordsToSquare(move.start) + ":R";
+ }
+ else notation = super.getNotation(move);
if (Object.keys(V.LANCER_DIRNAMES).includes(move.vanish[0].p))
// Lancer: add direction info
notation += "=" + V.LANCER_DIRNAMES[move.appear[0].p];